Navigating the Iceberg

Hunters must navigate each zone and then defeat a General to gain access to the following zone. Capturing mice in these zones will move the Hunter through the Iceberg. Failing to capture mice in these zones will sometimes cause Hunters to lose progress.
Each zone has a set length and when Hunters complete their move through a zone they will encounter one of four Generals which must be captured before the Hunter can move into the following zone.

After 425 hunts elapse, the following message is displayed in the Journal:

The Iceberg has smashed the last of the bonus chests, and Icewing has moved on to supervise another Iceberg invasion.She has left her second-in-command in charge, who must still be defeated to destroy the Iceberg and protect the good people of Gnawnia.With most of the fighting mice leaving the Iceberg, the Living Salt mouse can finally roam free, making progress significantly easier.

Accessing The Deep Lair

The Deep Mouse is a guaranteed catch on hunt 250 unless Hunters fail to attract the mouse, it is therefore recommended that Hunters arm SUPER|brie+ if they have not captured the Deep Mouse by hunt 249.

At hunt number 249, the following message is displayed in the journal:

With the Iceberg crumbling all around you, you figure you have but one more turn left. It's time to put everything you have into this one final hunt!

At hunt number 250, the hunter is automatically transported to Slushy Shoreline and the following message is displayed in the journal:

It's too dangerous to hunt here any longer! With seconds to spare, you jump in your life raft and paddle furiously away, swearing to return next time and conquer!

After defeating the Deep Mouse, the hunter is automatically transported to the Slushy Shoreline and the following message is displayed in the journal:

With the Deep Mouse in your trap, the Iceberg finally begins to crack apart around you. With seconds to spare, you jump in your life raft and paddle furiously away, laughing about your incredible victory!

The Cold Fusion Bomb shudders, shakes, and coughs. The lights go dim. For a good while, nothing happens. Then, suddenly, the entire Iceberg around you instantly turns to water. You are swamped, and barely able to keep your head above water. When you finally manage to find solid ground beneath your feet, you find yourself on the Slushy Shoreline.

WARNING: Hunts used to capture this mouse will count against the hunts needed for reaching specific areas of the Iceberg. Capturing the M400 provides no movement through the Iceberg.

Treacherous Tunnels

The Treacherous Tunnels have a depth of 300 feet.

The Treacherous Tunnels are the first section of the Iceberg that Hunters will encounter.
The Treacherous Tunnels distance runs from 0 to 300 feet. Upon entering the Iceberg, the following message is displayed on the Journal:

I entered the Iceberg. Busily burrowing Tunnel Rats roam the corridors, carving new pathways in the fragile ice!

Hunters must defeat a General in order to move into the next zone. Using a Drill Chargewill skip the General encounter and mover the Hunter into the next zone.

If a mouse is caught near the end of a zone that would advance a hunter beyond the start of the next zone, the following message is displayed on the Journal:

I caught an X Mouse and advanced through the Iceberg, but was stopped by a General! A challenge awaits!

If a mouse is caught near the end of a zone that advances a hunter perfectly to the end of their current zone, the above message is not displayed.

General Cycling

Hunters will encounter a randomly chosen General between zones and will have 3 encounters in which to capture it.
If the Hunter fails to capture that General after three encounters, another General is randomly selected from the four and the Hunter will have another three encounters to capture the new General.
Hunters can encounter the same General as in the previous set of encounters.
Successfully capturing a General will move the Hunter into the next zone.

Invading Icewing's Lair for the First Time

Upon entering Icewing's Lair for the first time, the following message is displayed on the Journal:

I entered Icewing's Lair. Icewing herself has since moved on, but she's left behind her second-in-command, the Frostwing Commander, who must be defeated to save the good people of Gnawnia from this icy invasion!

Completing the invasion by capturing the Frostwing Commander will generate the following message in the journal (if completed within 425 hunts):

I successfully fought through the Iceberg in X hunts, saving the good people of Gnawnia from the wrath of Icewing's invasion! In amongst the Iceberg's wreckage is X bonus chests!

If more than 425 hunts are taken, the message is shorter:

I successfully fought through the Iceberg in X hunts, saving the good people of Gnawnia from the wrath of Icewing's invasion!

Additional Invasions

Hunters reaching Icewing's Lair in 425 or fewer hunts will be able to encounter Icewing.Icewing will retreat when Hunters exceed 425 hunts while in Icewing's Lair.
Hunters will not be able to encounter Icewing if they enter Icewing's Lair with more than 425 hunts.
After 425 hunts, Icewing is replaced by the Frostwing Commander.

Upon entering Icewing's Lair after 425 hunts, the following message is displayed on the Journal:

I entered Icewing's Lair. Icewing herself has since moved on, but she's left behind her second-in-command, the Frostwing Commander, who must be defeated to save the good people of Gnawnia from this icy invasion!

When reaching Icewing's Lair within 425 hunts, the following message is displayed on the Journal:

Fueled by her terrible defeat at your hands, Icewing has destroyed and defaced your trap in a fit of icy rage! But in her haste, she seems to have dropped something – perhaps combining it with the destroyed trap parts will create a trap she truly fears!

After the second defeat of Icewing, the following message is displayed in the journal:

The Iceberg begins to shudder and shake, no longer held together by Icewing's terrible magic. Her capture sets off explosions that rip through walls, collapsing entire sections at once.Leaping from the crumbling wreckage, you notice a tunnel collapsing in the distance. If only you had more time and a safe method to preserve the Iceberg's structure, perhaps you could have explored it!

The Iceberg begins to shudder and shake, no longer held together by Icewing's terrible magic. Her capture sets off explosions that rip through walls, collapsing entire sections at once. In response, your Deep Freeze Base emits an icy chill, and the explosions slow and then cease. The Iceberg continues to shudder distressingly, but you judge you have [X] hunts remaining to explore.

The Iceberg begins to shudder and shake, no longer held together by Icewing's terrible magic. Her capture sets off explosions that rip through walls, collapsing entire sections at once. In response, your Deep Freeze Base emits an icy chill, and the explosions slow and then cease. The Iceberg continues to shudder distressingly, but you judge you have [X] hunts remaining to explore.

At hunt number 249, the following message is displayed in the journal:

With the Iceberg crumbling all around you, you figure you have but one more turn left. It's time to put everything you have into this one final hunt!

At hunt number 250, the hunter is automatically transported to Slushy Shoreline and the following message is displayed in the journal:

It's too dangerous to hunt here any longer! With seconds to spare, you jump in your life raft and paddle furiously away, swearing to return next time and conquer!

Accessing The Deep Lair

To access The Deep Lair, Hunters must complete the Hidden Depths before reaching 250 hunts.

The Deep Lair

The Deep Mouse is a guaranteed catch on hunt 250 unless Hunters fail to attract the mouse, it is therefore recommended that Hunters arm SUPER|brie+ if they have not captured the Deep Mouse by hunt 249.

At hunt number 249, the following message is displayed in the journal:

With the Iceberg crumbling all around you, you figure you have but one more turn left. It's time to put everything you have into this one final hunt!

At hunt number 250, the hunter is automatically transported to Slushy Shoreline and the following message is displayed in the journal:

It's too dangerous to hunt here any longer! With seconds to spare, you jump in your life raft and paddle furiously away, swearing to return next time and conquer!

After defeating the Deep Mouse, the hunter is automatically transported to the Slushy Shoreline and the following message is displayed in the journal:

With the Deep Mouse in your trap, the Iceberg finally begins to crack apart around you. With seconds to spare, you jump in your life raft and paddle furiously away, laughing about your incredible victory!

Hunters must navigate each zone of the Iceberg and then defeat a General to gain access to the following zone. Capturing mice in these zones will move the Hunter through the Iceberg. Failing to capture mice in these zones will sometimes cause Hunters to lose progress.
Each zone has a set length and when Hunters complete their move through a zone they will encounter one of four Generals which must be captured before the Hunter can move into the following zone.

The Deep Mouse is a guaranteed catch on hunt 250 unless Hunters fail to attract the mouse, it is therefore recommended that Hunters arm SUPER|brie+ if they have not captured the Deep Mouse by hunt 249. Capturing the Deep mouse will move the Hunter to the Slushy Shoreline.

Living Salt mice become more numerous once Hunters exceed 425 hunts. Hunters wishing to target the Living Salt Mouse can arm a trap setup that results in more failures to catch which will increase the number of hunts taken without providing positive movement through the Iceberg.

Our brave and daring scouts have reported that the Iceberg is broken up into five distinct zones with different mice in each. The further down you go, the more dangerous it becomes!

Treacherous Tunnels: Tunnel Rats roam these halls, ever-expanding the Iceberg's tunnel network. Their tools can be put to use making your own tunnels, so catch as many of them as you can!

Brutal Bulwark: Dangerous Brutes live here, and they'll knock you silly! At the very least, they'll knock you back a few paces, slowing you drastically. If only you could find a way to stop them...

Bombing Run: Bomb Squad mice use high explosives to carve huge caverns and trip up intruders. But if you could turn their bombs against them, you could certainly speed up your descent.

The Mad Depths: Mad Zealot mice prowl here. They are both hard to catch and powerful – they will knock you back if you don't catch them. Avoiding them would be best.

Icewing's Lair: Icewing herself commands the Iceberg's deployment from here, deep in the heart of the Iceberg. Be brave in facing her, hunter, as she will give no quarter!

If you check the shops, there's loads of new gear to help you combat these new dangers, including Wax Charms and Sticky Charms, which have specific uses against Bergling mice, whom you'll find in every zone.

Floating in the path of the Iceberg are three bonus chests holding supplies for the icy invasion. If you can defeat the Iceberg before it reaches them, their contents will be yours! If the Iceberg crashes into them, their contents will be lost to you as they float ashore to be used by the invaders, so work quickly for the most rewards!